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perfection [2017/10/04 11:46] gm_seb |
perfection [2019/05/06 12:46] (current) gm_seb |
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| * All spells cost one Essence. | * All spells cost one Essence. | ||
| - | * Gain two Essence. | + | * Starting level Perfection Weavers begin with 2 Essence. |
| * Essence is restored between encounters. | * Essence is restored between encounters. | ||
| + | |||
| + | ==Planar Influence== | ||
| + | |||
| + | * When travelling in Perfection, you may, once per encounter, choose to gain Essence equal to your maximum spell charges. | ||
| + | * When travelling in Erosion, your Essence is halved (rounded up). | ||
| + | |||
| + | ===Rituals=== | ||
| + | * Rituals give weavers the ability to try more freeform magic to have greater or more long-lasting effects than normal spells. | ||
| + | * The ritualist will specify an outcome they hope to attain by performing the ritual. | ||
| + | * A standard ritual takes 2 minutes to cast. The ritualist may, if they wish, choose instead to cast the ritual instantaneously. This is not without risk and carries a 50% chance of something going seriously wrong with the ritual. | ||
| + | * Ritual cast times are halved in a complimentary plane and doubled in an opposing plane. | ||
| ====Spells==== | ====Spells==== | ||
| Line 11: | Line 22: | ||
| ===Level 1=== | ===Level 1=== | ||
| - | ==Cast off Erosion's Shackles== | + | ==Essential Nature== |
| - | * Call FIGHT ON! | + | * You may attempt to divine the essential nature of an object or living thing. |
| + | * This requires you to touch the object. | ||
| + | * Speak to a GM. This will typically return a very broad general category or categories, e.g. "living", "nonliving", "human", "forest", "ichor", but may produce more information at GM discretion. | ||
| + | * Coming into this fundamental understanding is not without risk. An entity of power may use this opportunity to reach out to the Weaver, in turn. The abyss also stares back. | ||
| + | * At base, this experience is unsettling. You are under the ROLEPLAY:SHAKEN call for the rest of the encounter and can never unsee what you have seen. This effect can reoccur at player discretion. | ||
| - | ==Glimpse of Perfection== | + | ==Perfidious words== |
| - | * You show others a glimpse of the perfect world. | + | * You summon a chorus from the plane of perfection talking of things just beyond comprehension. |
| - | * You may call MASS FEAR. | + | * You may call STUN against a target as their minds are scoured, as if by cleansing light. |
| - | ==Perfect the Space== | + | ==Moment's clarity== |
| - | * Once per encounter, with 30s concentration: you may perfect your immediate surroundings by moving things to their perfect place and refining their nature. | + | * Up to four times per adventure you may call a TIME FREEZE. |
| - | * You gain a dodge against every monster as the space disorientates them but lends you a superlative grace. | + | * You and the rest of the party can then discuss your plans before timing back in in the same positions. |
| + | * There is no strict time limit on this ability, but GMs may impose one at their discretion to keep the adventure moving. | ||
| ===Level 2=== | ===Level 2=== | ||
| - | ==Essential Nature== | + | ==Cast off Erosion's Shackles== |
| - | * You may attempt to divine the essential nature of an object or natural thing. | + | * For the next 10s you may call FIGHT ON! by melee blow. |
| - | * This requires you to be touching the object but you may then ask the GM what single thing most defines it. | + | |
| - | ==Comprehension of Peril== | + | ==Flies in Amber== |
| - | * When you take any amount of damage from a single source you may choose to convert it into a STUN. | + | * Call MASS [[:nonstandardcalls#stasis|STASIS]]. |
| - | * You may also convert any call you take into a QUAD instead. | + | |
| - | ==Golden Chorus== | + | ==Glimpse of Perfection== |
| - | * You summon a chorus from the plane of perfection talking of things just beyond comprehension. | + | * You show others a glimpse of the true world beyond their comprehension. |
| - | * You may call STUN 60 against a target as they are enraptured by the song. | + | * You may call MASS FEAR. |
| ===Level 3=== | ===Level 3=== | ||
| ==Purify the Mortal Form== | ==Purify the Mortal Form== | ||
| * You attempt to drive impurities from a mortal form. | * You attempt to drive impurities from a mortal form. | ||
| * This can instantly heal an affliction of strong potency or less. | * This can instantly heal an affliction of strong potency or less. | ||
| - | * The person will be left permanently changed in some minor way, however, as a small part of their imperfection is also removed. | + | * The person will be left permanently changed in some minor way, however, as a small part of their humanity is also removed. |
| - | ==Cast out of Time's Flow== | + | ==Perfection of Action== |
| - | * You may call [[:nonstandardcalls#stasis|STASIS]] 30. | + | * You push your body beyond its limits moving with unnatural grace |
| + | * You gain a DODGE which may be used to dodge range calls as well as melee blows. | ||
| ===Level 4=== | ===Level 4=== | ||
| - | ==Defy Entropy== | ||
| - | * Call MASS [[:nonstandardcalls#stasis|STASIS]]. | ||
| - | ==Judgement== | + | ==Comprehension of Peril== |
| - | * Few things are held in higher regard within perfection than the law and all things not perfected are guilty. | + | * Ten seconds into your death count you may call HEAL 5 on yourself. |
| - | * Nominate a target: | + | * If you do so, you will forever more remember dying in this particular way with exquisite clarity. |
| - | * Declare one specific action they cannot take, in the form: "ABJURATION (Action they cannot take)". | + | * You may only do this once per encounter. |
| - | * This act must declare both a specific action and a specific target. i.e. "Stay away from that book of poetry" counts, "Stay away from all books" would not. | + | |
| - | * If they break this ABJURATION you must call [[:nonstandardcalls#slay|SLAY]] upon them. | + | ==Cast out of Time's Flow== |
| - | * If this ABJURATION is something that only they can judge, they must call [[:nonstandardcalls#slay|SLAY]] upon themselves when appropriate. | + | * You may call [[:nonstandardcalls#stasis|STASIS]] as you throw another into perfection. |
| - | + | * When they return you must call STUN. | |
| ===Level 5=== | ===Level 5=== | ||
| + | |||
| ==Cares Fall Away== | ==Cares Fall Away== | ||
| * Mundane cares fall away as you approach perfection. | * Mundane cares fall away as you approach perfection. | ||
| - | * Spend 10s concentrating. | + | * For the next 10s you may call VOID to all damage and calls but may not make any offensive calls. |
| - | * During this time you may not make offensive calls. | + | * You can hit people for damage though. |
| - | * For the next 20s you may call IMMUNE to all damage. | + | * Immediately afterwards, you take an unavoidable STUN 5 as you fall deliriously from grace. |
| - | * Immediately afterwards, you take a [[:nonstandardcalls#rend|REND]] as you fall deliriously from grace. | + | |
| ==Seclusion== | ==Seclusion== | ||
| - | * Take a [[:nonstandardcalls#stasis|STASIS]] 30; | + | * Take a [[:nonstandardcalls#stasis|STASIS]] as you transition into perfection; |
| - | * You may then call HEAL 12 on yourself. | + | * You may then call HEAL 6 on yourself. |
| + | * Upon your return the world and its inhabitants seem discordant and degraded. | ||
| =====Skills===== | =====Skills===== | ||
| Line 79: | Line 97: | ||
| * +1 essence. | * +1 essence. | ||
| * +1 hit. | * +1 hit. | ||
| - | * Your death count is now 120 seconds. | + | * Your death count is now 90 seconds. |
| + | |||
| + | ===Plane Sight=== | ||
| + | * The Weaver's vision is overlayed with the plane to which they are aligned. | ||
| + | * This allows weavers of all types to sense the intrusion of any plane into the waking world. | ||
| + | * You can sense other Weavers and what alignment they are. | ||
| + | * You can sense if someone has a perfection affliction, its severity, and gain some insight into what it does. | ||
| + | * You can see and interact with familiars from your plane. | ||
| + | |||
| + | ===Familiar=== | ||
| + | //Req: Plane Sight// | ||
| + | |||
| + | * You have formed a bond with a being native to your plane. | ||
| + | * Only you can see and hear your familiar. | ||
| + | * They are a sentient intelligent creatures who spend most of their time about their own business in the plane. | ||
| + | * They cannot normally interact with the material world but they can strengthen your spirit: | ||
| + | * +1 psyche. | ||
| + | |||
| + | ===Nascent Ritualist=== | ||
| + | * You have become adept at using the powers of the planes for more freeform but minor utility effects. | ||
| + | * Three times per adventure you may cast rituals to achieve minor effects within the purview of your plane. | ||
| + | |||
| + | ====Lv 2==== | ||
| + | ===Switch=== | ||
| + | //Pre-req: Familiar// | ||
| + | * Once per adventure you may switch places with your familiar. | ||
| + | * You may do this even on your death count if you wish. | ||
| + | * Your spirit flung deep into the plane whilst theirs takes over your body. | ||
| + | * For the rest of the encounter you roleplay as your familiar. There personality is upto you to define but should in some way be shaped by their plane. | ||
| + | * They have the same stats as you, but you regain your hits, per-encounter abilities and resources as though this was the start of a new encounter. | ||
| + | * At the end of the encounter, you switch places again. | ||
| + | ===Ritual Chamber (Downtime)=== | ||
| + | * As a Downtime action: you can perform a ritual of a power level you have mastered. | ||
| + | |||
| + | ===Planar Lore=== | ||
| + | * You understand the nature of your own plane well. | ||
| + | * If you ever find yourself there you gain all the benefits of the [[:general_skills#survivalist|Survivalist]] skill. | ||
| ====Lv3==== | ====Lv3==== | ||
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| * Regain all your hits. | * Regain all your hits. | ||
| * +1 essence. | * +1 essence. | ||
| - | * +2 hits. | + | * +1 hits. |
| - | * You death count is now 240 seconds. | + | * You death count is now 120 seconds. |
| * In addition, gain the following Downtime ability: | * In addition, gain the following Downtime ability: | ||
| * Nominate a goal or objective. | * Nominate a goal or objective. | ||
| * You spend a prolonged period of time pursuing the perfection of yourself as you contemplate this goal. | * You spend a prolonged period of time pursuing the perfection of yourself as you contemplate this goal. | ||
| * At the end of this period you will come to understand what the next step is you must take to achieve this goal, or else, if the goal is impossible. | * At the end of this period you will come to understand what the next step is you must take to achieve this goal, or else, if the goal is impossible. | ||
| + | |||
| + | ===Shared Knowledge=== | ||
| + | * You familiar is able to give helpful knowledge on a topic upon which it has expertise. | ||
| + | * Pick two subjects which your familiar is an expert in. | ||
| + | * You count as having access to the [[:general_skills#knowledge|Knowledge]] skill for that subject. | ||
| + | ===Awakened Ritualist=== | ||
| + | //Pre-req: Nascent Ritualist// | ||
| + | * Once per adventure, you can attempt to perform rituals of moderate power. | ||
| + | ====Lv4==== | ||
| + | ===Duality of Mind=== | ||
| + | //Pre-req: Familiar// | ||
| + | * Gain one RESIST per encounter. | ||
| + | ===Master Weaver=== | ||
| + | * You understand the nature of all of the planes and their interaction with the mundane world. | ||
| ====Lv5==== | ====Lv5==== | ||
| Line 112: | Line 180: | ||
| * Regain all your hits. | * Regain all your hits. | ||
| * +1 essence. | * +1 essence. | ||
| - | * +3 hits. | + | * +2 hits. |
| - | * Your death count is now 480 seconds. | + | * Your death count is now 150 seconds. |
| + | |||
| + | ===Master Ritualist=== | ||
| + | //Pre-req: Awakened Ritualist// | ||
| + | * Once per adventure, you can attempt to perform rituals of major power. | ||
| + | ===Assumption=== | ||
| + | //Pre-req: Master Weaver & Master Ritualist// | ||
| + | * Once per adventure, you may, with 5 minutes of concentration, find a point that lets you travel physically to your plane. | ||
| + | * You may, if you wish, take your party with you. | ||
| + | * Alternatively you may attempt to permanently merge the local region with your plane. | ||